1/*QUAKED func_brushmodel_child (0 .8 0) (-8 -8 -8) (8 8 8)
2
3brushParent --- targetname of our parent brushmodel
4*/
5
6
7/*QUAKED client_model (1 0 0) (-16 -16 -16) (16 16 16) No-LOD
8This is a model which is handled solely on the client.  This model will not have any physics.
9
10"model"		arbitrary .md3 file to display
11"scale"		vector representing the scale
12*/
13
14
15/*QUAKED worldeffect_snow (1 0 0) (-16 -16 -16) (16 16 16)
16This world effect will spawn snow globally into the level.
17
18"count" the number of snow particles (default of 1000)
19*/
20
21
22/*QUAKED worldeffect_snowwind (1 0.5 0.5) (-16 -16 -16) (16 16 16)
23This world effect will spawn snow wind into the level.
24
25"origin" the location of the wind
26"velocity" the direction/velocity of the wind
27"size" the size of the wind brush
28*/
29
30
31/*QUAKED worldeffect_command (1 0.5 0.5) (-16 -16 -16) (16 16 16)
32This is a generic world effect command entity.
33
34"c0" first text command
35"c1" second text command
36...
37"c99" last text command
38*/
39
40
41/*QUAKED worldeffect_lightning (1 0.5 0.5) (-16 -16 -16) (16 16 16)
42This is a lightning command
43
44MinDelay	min delay (ms) between lightning low
45MaxDelay	max delay (ms) between lightning low
46MinFlash	min (ms) lightning flash
47MaxFlash	max (ms) lightning flash
48MinSoundDelay	min (ms) delay until sound
49MaxSoundDelay	max (ms) delay until sound
50FlashColor		vector color of lightning (0.0 - 1.0)
51NormalColor		vector color of regular sky (0.0 - 1.0)
52CheckForOutside	1 = check for outside flag
53Flicker			flicker rate (1 - 10) 10 lots of flicker, 1 = none
54SoundRange		max distance the thunder is away (500)
55*/
56
57
58/*QUAKED emplaced_wpn (0 .8 0) (-8 -8 -8) (8 8 8)
59
60  Please target an info_notnull entity somewhere behind the gun, so the guy knows where to stand;
61  about 25 units back and 25 units above the floor will do the job.
62
63type ---------- name of gun you want to use (use the 'name' field from ext_data/sof2.wpn)
64brushParent --- when mounting a weapon on a brushmodel (e.g. a helicopter)
65minYaw -------- how far the gun can turn to the right (in degrees, not negative)
66maxYaw -------- how far the gun can turn to the left (in degrees)
67minPitch ------ how far the gun can point down (in degrees, not negative)
68maxPitch ------ how far the gun can point up (in degrees)
69angles -------- pitch yaw roll
70accuracy ------ 0 = perfect aim, default 0.5 (npc only)
71npcDmg -------- how much damage the gun does when used by an NPC in health points (npc only)
72burst --------- number of shots fired in a burst, default 5 (npc only)
73burstrandom --- burst variance, default 0 (npc only)
74burstdelay ---- how long to wait between burst (in seconds), default 0.4 (npc only)
75delayrandom --- burstdelay variance in seconds, default 0.0 (npc only)
76ammo ---------- doesn't add to player's overall ammo totals. only used on this wpn.
77*/
78
79
80/*QUAKED mounted_wpn (.3 .8 0) (-40 -40 -40) (40 40 40)
81
82
83  DON'T EVEN THINK ABOUT USING THIS RIGHT NOW -- FOR TESTING
84
85  GO ON... DELETE ME... YES NOW
86
87Use FACE_TARGET in an ICARUS script to orientate the Weapon
88
89type ---------- name of gun you want to use (use the 'name' field from ext_data/sof2.wpn)
90brushChild ---- func_brushmodel_child wpn is bolted to
91brushParent --- the brushmodel that the brushmodel child is attached to
92minYaw -------- how far the gun can turn to the right (in degrees, not negative)
93maxYaw -------- how far the gun can turn to the left (in degrees)
94minPitch ------ how far the gun can point down (in degrees, not negative)
95maxPitch ------ how far the gun can point up (in degrees)
96angles -------- pitch yaw roll
97accuracy ------ only while NPC is using, 0 = perfect aim, default 0.5
98
99*/
100
101
102/*QUAKED weapon_SAM (0 .3 .8) (-125 -145 -65) (125 145 45) NO_HOMING CHECK_DIST
103
104The Sam Launcher's base rotates(yaw) and the missle rack rotates(pitch).
105
106Use FACE_TARGET in an ICARUS script to orientate the SAM towards a target, the missiles will home in on this target when fired
107Use SET_ENEMY in an ICARUS script to change the missiles targets, from the default FACE_TARGET entity
108
109
110NO_HOMING	missile will not adjust direction if target moves
111CHECK_DIST	missile does not need to impact with a target, will check if it flew close enough to it's target
112
113minYaw -------- how far the gun can turn to the right (in degrees, not negative)
114maxYaw -------- how far the gun can turn to the left (in degrees)
115minPitch ------ how far the gun can point down (in degrees, not negative)
116maxPitch ------ how far the gun can point up (in degrees)
117maxPitchVel---- how fast pitch changes (degrees per second) default 1
118maxYawVel------ how fast yaw changes (degress per second) default 2
119angles -------- pitch yaw roll
120wait ---------- time (in seconds) missile will wait after launch, before homing in on target, default 0.5
121type ---------- name of gun you want to use (use 'name' field from ext_data/sof2.wpn -- default is "SAM")
122
123*/
124
125
126/*QUAKED info_player_intermission (1 0 1) (-16 -16 -24) (16 16 32)
127The intermission will be viewed from this point.  Target an info_notnull for the view direction.
128*/
129
130
131/*QUAKED func_group (0 0 0) ?
132Used to group brushes together just for editor convenience.  They are turned into normal brushes by the utilities.
133"q3map_onlyvertexlighting" add this key along with any value to make the group have vertex only lighting (no lightmaps)
134
135  *****Metashaders*****
136
137"alphamap" "textures/heightmaps/imagename" - A grayscale image used to determine texture placement on a metashader terrain.
138"shader" "metashader/shadername" - References the core name of the metashader (Not mapx_0, just mapx)
139"layers" - How many different textures are layered onto the metashader.
140"terrain" - Set this to 1 creating a metashader terrain.
141
142*/
143
144
145/*QUAKED misc_model (1 0 0) (-16 -16 -16) (16 16 16) RMG
146"model"		arbitrary .md3 file to display
147*/
148
149
150/*QUAKED info_null (0 0.5 0) (-4 -4 -4) (4 4 4)
151Used as a positional target for calculations in the utilities (spotlights, etc), but removed during gameplay.
152*/
153
154
155/*QUAKED info_notnull (0 0.5 0) (-4 -4 -4) (4 4 4)
156Used as a positional target for in-game calculation by such ents as ref_tags and for camera TRACK commands
157(same as target_position)
158*/
159
160
161/*QUAKED target_position (0 0.5 0) (-4 -4 -4) (4 4 4)
162Used as a positional target for in-game calculation, like jumppad targets.
163(same as info_notnull)
164*/
165
166
167/*QUAKED info_NPClook (0 0.5 0) (-4 -4 -4) (4 4 4)
168Used as a positional location for npcs (like civilians), to want to look at.
169*/
170
171
172/*QUAKED info_NPCtouch (0 0.5 0) (-4 -4 -4) (4 4 4)
173Used as a positional location for npcs (like civilians), to want to reach out and touch.
174*/
175
176
177/*QUAKED info_NPCpoint (0 0.5 0) (-4 -4 -4) (4 4 4)
178Used as a positional location for npcs (like civilians), to want to point at.
179*/
180
181
182/*QUAKED info_NPCnav (0 0.5 0) (-4 -4 -4) (4 4 4)
183Turns into a nav point when spawned
184*/
185
186
187/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) linear noIncidence START_OFF
188Non-displayed light.
189"light" overrides the default 300 intensity. - affects size
190a negative "light" will subtract the light's color
191'Linear' checkbox gives linear falloff instead of inverse square
192'noIncidence' checkbox makes lighting smoother
193Lights pointed at a target will be spotlights.
194"radius" overrides the default 64 unit radius of a spotlight at the target point.
195"scale" multiplier for the light intensity - does not affect size (default 1)
196		greater than 1 is brighter, between 0 and 1 is dimmer.
197"color" sets the light's color
198"targetname" to indicate a switchable light
199"style" to specify a specify light style, even for switchable lights!
200"style_off" light style to use when switched off (Only for switchable lights)
201
202   1 FLICKER (first variety)
203   2 SLOW STRONG PULSE
204   3 CANDLE (first variety)
205   4 FAST STROBE
206   5 GENTLE PULSE 1
207   6 FLICKER (second variety)
208   7 CANDLE (second variety)
209   8 CANDLE (third variety)
210   9 SLOW STROBE (fourth variety)
211   10 FLUORESCENT FLICKER
212   11 SLOW PULSE NOT FADE TO BLACK
213   12 FAST PULSE FOR JEREMY
214   13 Test Blending
215*/
216
217
218/*QUAKED misc_bsp (1 0 0) (-16 -16 -16) (16 16 16)
219"bspmodel"		arbitrary .bsp file to display
220*/
221
222
223/*QUAKED info_NPCcover (0 0.5 0) (-4 -4 -4) (4 4 4)
224NPC Soldiers Will Perfer To Use This Cover Point If It Is Near By.  You MUST include a target as the place he will go to shoot.
225*/
226
227
228/*QUAKED ref_tag (0.5 0.5 1) (-8 -8 -8) (8 8 8)
229
230Reference tags which can be positioned throughout the level.
231These tags can later be refered to by the scripting system
232so that their origins and angles can be referred to.
233
234mTargetname	- the name of this tag
235*/
236
237
238/*QUAKED target_speaker (1 0 0) (-8 -8 -8) (8 8 8) LOOPED-ON LOOPED-OFF GLOBAL ACTIVATOR LONGRANGE
239"noise"		wav file to play
240"soundSet"	soundset name to use (do not combine with 'noise', ignores all other flags)
241
242LOOPED-ON:
243Looping sound starts on
244
245LOOPED-OFF:
246Looping sound starts off
247
248Looped sounds will be toggled by use functions.
249
250GLOBAL:
251A global sound will play full volume throughout the level.
252
253ACTIVATOR
254Activator sounds will play on the player that activated the target.
255
256LONGRANGE:
257A longrange sound will be heard over longer distance but still attenuate. DO NOT USE WITHOUT PERMISSION!
258Longrange can't be combined with global
259Longrange noise with looping can't be toggled off
260
261Global and activator sounds can't be combined with looping
262(actually 'Global' can, but this is a special case for a level-wide siren. DO NOT USE WITHOUT PERMISSION!)
263Normal sounds play each time the target is used.
264
265Multiple identical looping sounds will just increase volume without any speed cost.
266"wait" : Seconds between auto triggerings, 0 = don't auto trigger
267"random"	wait variance, default is 0
268*/
269
270
271/*QUAKED target_relay (.5 .5 .5) (-8 -8 -8) (8 8 8) RANDOM
272This doesn't perform any actions except fire its targets.
273The activator can be forced to be from a certain team.
274if RANDOM is checked, only one of the targets will be fired, not all of them
275*/
276
277
278/*QUAKED terrain (1.0 1.0 1.0) ?
279Terrain entity
280It will stretch to the full height of the brush
281
282numPatches - integer number of patches to split the terrain brush into (default 200)
283terxels - integer number of terxels on a patch side (default 4) (2 <= count <= 8)
284seed - integer seed for random terrain generation (default 0)
285textureScale - float scale of texture (default 0.005)
286heightMap - name of heightmap data image to use
287terrainDef - defines how the game textures the terrain (file is base/ext_data/*.terrain - default is grassyhills)
288instanceDef - defines which bsp instances appear
289generateDef - defines how the heightmap is randomly generated
290miscentDef - defines which client models spawn on the terrain (file is base/ext_data/*.miscents)
291densityMap - how dense the client models are packed
292
293*/
294
295
296/*QUAKED info_player_deathmatch (1 0 1) (-16 -16 -24) (16 16 70)
297potential spawning position for SOF2 multiplayer
298ONLY USE THIS IF THE MAP YOU ARE WORKING ON IS FOR THE MULTIPLAYER EXECUTABLE
299*/
300
301
302/*QUAKED info_player_start (1 0 0) (-16 -16 -24) (16 16 70) NO_RMG
303player's initial spawnpoint
304*/
305
306
307/*QUAKED model_ghoul2 (0 .8 0) (-8 -8 -8) (8 8 8)
308
309model ---------- filename of the Ghoul2 model you want to use
310*/
311
312
313/*QUAKED model_static (0 .5 0) (-8 -8 -8) (8 8 8)	NO_MP
314This guy is an awful lot like a misc_model, except this doesn't become part of the bsp. It's
315an actual entity in the game that uses an MD3 model.
316
317model ---------- filename of the MD3 model you want to use
318cshader ---------- optional MD3 shader (e.g. /models/objects/Common/toilet_test)
319origin --------- like, uh, where the thing is
320angles --------- pitch, yaw, roll. I promise.
321*/
322
323
324/*QUAKED func_static (0 .5 .8) ? CHOPPER_FX
325A bmodel that just sits there, doing nothing.  Can be used for conditional walls and models.
326
327CHOPPER_FX - does expensive checks, spawning dust or ripples depending what surface is below the chopper
328
329parent			(0, 1) indicates whether or not this model has other models bolted to it
330*/
331
332
333/*QUAKED door_sliding (0 .5 .8) ? START_OPEN CRUSHER USABLE AUTO_CLOSE LOCKED
334
335START_OPEN	the door to moves to its destination when spawned, and operate in reverse.
336CRUSHER		if door's blocked, it'll continue to try to close, rather than reverse direction
337USABLE		door opens and closes via the player's USE key
338AUTO_CLOSE	door will automatically return to its original position after "wait" seconds
339LOCKED		"USABLE" will be disabled until the first time the door is opened via a script, trigger, etc.
340			Afterwards, the door will behave normally.
341
342"angles"	determines the opening direction [PITCH YAW ROLL]
343"color"		constantLight color
344"dmg"		damage to inflict when blocked (0 default)
345"light"		constantLight radius
346"lip"		lip remaining at end of move (8 default)
347"speed"		opening speed (100 units/s default)
348"wait"		on automatic-closing doors, wait in seconds before returning (3 default)
349"usescript"	name of script to play on Use.  Do NOT set this if you want default behavior. Set to NULL to return to default
350*/
351
352
353/*QUAKED door_rotating (0 .5 .8) ? X_AXIS Y_AXIS USABLE AUTO_CLOSE LOCKED START_OPEN SMART STAY_LOCKED NON_SOLID UNLOCK_ONLY
354You need to have an origin brush as part of this entity.  The center of that brush will be
355the point around which the door is rotated. It will rotate around the Z axis by default, opening in the
356counter clock-wise direction when viewed from above.  Use a negative "openangle" value to have it open the other
357direction.  Check the X or Y AXIS boxes to have it rotate about a different axis.
358
359USABLE		door opens and closes via the player's USE key
360AUTO_CLOSE	door will automatically return to its original position after "wait" seconds
361LOCKED		"USABLE" will be disabled until the first time the door is opened via a script, trigger, etc.
362			Afterwards, the door will behave normally.
363START_OPEN	the door to moves to its destination when spawned, and operate in reverse.
364SMART		door will rotate away from the player
365STAY_LOCKED door will remain locked even after it has been opened
366NON_SOLID	door will be non-solid while opening (USE SPARINGLY AND WITH CARE)
367UNLOCK_ONLY door (presumably locked) when first used, will unlock only, and not open. Note: STAY_LOCKED will override this.
368
369"openangle"	angle (degrees) through which the door will rotate; default value is 90
370"color"		constantLight color
371"dmg"		damage to inflict when blocked (0 default)
372"light"		constantLight radius
373"speed"		determines how fast it moves in degrees per second; default value is 90
374"wait"		wait time between openings and closings
375"usescript"	name of script to play on Use.  Do NOT set this if you want default behavior. Set to NULL to return to default
376*/
377
378
379/*QUAKED func_button (0 .5 .8) ? PLAYER_USE
380When a button is used it moves some distance in the direction of it's angle, then triggers all of it's targets, then waits and returns to it's original position
381
382"model2"    .md3 model to also draw
383"angles"	determines the opening direction [PITCH YAW ROLL]
384"target"    all entities with a matching targetname will be used
385"speed"     override the default 40 speed
386"wait"      override the default 3 second wait (-1 = never return)
387"lip"       override the default 4 pixel lip remaining at end of move
388"health"    if set, the button must be killed instead of touched
389"color"     constantLight color
390"light"     constantLight radius
391"usescript"	name of script to play on Use.  Do NOT set this if you want default behavior. Set to NULL to return to default
392
393PLAYER_USE    player can use button
394
395*/
396
397
398/*QUAKED func_rotating (0 .5 .8) ? START_OFF X_AXIS Y_AXIS CRUSHER
399You need to have an origin brush as part of this entity.  The center of that brush will be
400the point around which it is rotated. It will rotate around the Z axis by default.  You can
401check either the X_AXIS or Y_AXIS box to change that. Toggles on/off when used
402
403"speed"   determines how fast it moves; default value is 100.
404"dmg"     damage to inflict when blocked (2 default)
405"usescript"	name of script to play on Use.  Do NOT set this if you want default behavior. Set to NULL to return to default
406
407START_OFF   - starts out not rotating
408CRUSHER     - does damage to entity blocking it
409
410*/
411
412
413/*QUAKED pickup_health_small (0 .6 .6) (-8 -8 0) (8 8 10)  NOT_EASY NOT_MEDIUM NOT_HARD NOT_SUPERHARD RESPAWN RMG
414amount - ??
415startoff - ??
416*/
417
418
419/*QUAKED pickup_health_big (0 .6 .6) (-17 -17 0) (17 17 10) NOT_EASY NOT_MEDIUM NOT_HARD NOT_SUPERHARD RESPAWN RMG
420amount - ??
421startoff - ??
422*/
423
424
425/*QUAKED pickup_armor_small (0 .6 .6) (-16 -16 0) (16 16 13)  NOT_EASY NOT_MEDIUM NOT_HARD NOT_SUPERHARD RESPAWN RMG
426amount - ??
427startoff - ??
428*/
429
430
431/*QUAKED pickup_armor_big (0 .6 .6) (-18 -18 0) (18 18 34)  NOT_EASY NOT_MEDIUM NOT_HARD NOT_SUPERHARD RESPAWN RMG
432amount - ??
433startoff - ??
434*/
435
436
437/*QUAKED pickup_weapon (0 .6 .6) (-29 -5 -2) (15 9 10)  NOT_EASY NOT_MEDIUM NOT_HARD NOT_SUPERHARD RESPAWN RMG
438type ---------- weapon name (found in base/ext_data/sof2.wpn, see below for list as of 10/21/01)
439clip ---------- what's in the clip, defaults to full clip for this weapon
440altclip ------- what's in the altfire clip, defaults to full (for, say, the OICW. few weapons have this.)
441accessories --- 1 adds silencer, 2 adds light, 4 adds laser, 8 is the bayonet
442stationary ---- won't interfere with doors, won't be affected by gravity
443
444  AK74		(assault rifle)
445  M1911A1	(pistol)
446  M3A1		(sub-machine gun)
447  M4		(assault rifle)
448  M590		(shotgun)
449  M60		(machine gun)
450  Micro Uzi (sub-machine gun)
451  MM1		(grenade launcher)
452  MSG90A1	(sniper rifle)
453  OICW		(assault rifle)
454  RPG7		(rocket launcher)
455  US SOCOM	(pistol)
456  USAS-12	(shotgun)
457*/
458
459
460/*QUAKED pickup_ammo (0 .6 .6) (-8 -8 0) (8 8 18)  NOT_EASY NOT_MEDIUM NOT_HARD NOT_SUPERHARD RESPAWN RMG
461type ---------- ammo name (found in base/ext_data/sof2.ammo, see below for list as of 11/2/01)
462amount -------- how many ouchies you want to hand out (default values are in base/ext_data/sof2.ammo)
463size ---------- which size model to use (1 = small, 2 = large, default is 1)
464stationary ---- won't interfere with doors, won't be affected by gravity
465
466  0.45 ACP	(US SOCOM, M1911A1, M3A1)
467  12 gauge	(M590, USAS-12)
468  40mm grenade	(M4/M203, MM1)
469  20mm grenade	(OICW)
470  5.56mm	(AK74, M4, OICW)
471  7.62mm 	(M60, MSG90A1)
472  9mm		(Micro Uzi)
473  ANM14		(incendiary grenade)
474  F1		(grenade)
475  L2A2		(grenade)
476  M15		(phophorous grenade)
477  M67		(grenade)
478  M84		(stun grenade)
479  MDN11		(grenade)
480  SMOHG92	(grenade)
481  RPG7		(RPG7 rockets)
482  RMG_ammo	(**Random Mission Generator**)
483
484*/
485
486
487/*QUAKED pickup_equipment (0 .6 .6) (-10 -10 -8) (10 10 1) NOT_EASY NOT_MEDIUM NOT_HARD NOT_SUPERHARD RESPAWN RMG
488type ---------- item name (found in base/ext_data/sof2.wpn, see below for list as of 10/21/01)
489stationary ---- won't interfere with doors, won't be affected by gravity
490
491  Binoculars
492  Night Vision
493  Thermal Vision
494*/
495
496
497/*QUAKED projectile_lobber (.5 .5 .8) (-5 -5 -5) (5 5 5)
498
499  lobs projectiles of any given type. "use" toggles it on and off.
500
501wait  : Seconds between triggerings, 3 second default
502randomwait:	wait variance in seconds, default is 0
503angles: direction in which the projectiles will be fired
504speed: initial speed of projectiles (default is 1000)
505randomspeed: speed variance (default is 0)
506altfire: using the altfire version of this projectile? (default is false)
507timer: if it's timed, how long until one of these projectiles detonates (default is 5 seconds)
508randomtimer: timer variance (default is 0 seconds)
509count: how many projectiles to use before turning itself off (defaults to 1, -1 is infinite)
510type: name of weapon projectile (default is "M67"). list is in sof2.wpn
511
512  possible types as of 4/8/02:
513
514  ANM14		(incendiary grenade)
515  F1		(grenade)
516  L2A2		(grenade)
517  M15		(phophorous grenade)
518  M67		(grenade)
519  M84		(stun grenade)
520  MDN11		(grenade)
521  SMOHG92	(grenade)
522  RPG7		(RPG7 rockets)
523
524*/
525
526
527/*QUAKED script_runner (0 0.5 0) (-4 -4 -4) (4 4 4) JERSEY_BUTTON RUN_ON_ACTIVATOR
528script : filename of the script
529
530RUN_ON_ACTIVATOR: run the script on whoever activates instead of on the scriptrunner
531
532*/
533
534
535/*QUAKED monster_spawner (1 0 0) (-17 -17 -45) (17 17 45) ONCE_ONLY FIRE_TRIGGERS
536npctype : NPC Type to be Spawned (this is the classname of the NPC)
537max : Maximum number of NPCs to be spawned
538removeinlos : If true, characters spawned will remove dead bodies even if in LOS to player
539neverdrop : If true, characters spawned will not drop guns when they die
540invinciblegun : If ture, characters spawned will have INVINCIBLE_GUN spawnflag set on them
541bodytime: How long in milliseconds a character from this MS will stick around after dead
542combatpoint: Any characters from this MS will acquire this combat point as their own
543attack:	These guys will attack while running to combat point.
544release: combat point will be abandoned for AI routines when enemy spotted.
545
546
547ONCE_ONLY: monster spawner disappears after one successful activation
548FIRE_TRIGGERS: moster spawner passes ability to fire triggers to spawned NPCs
549
550*/
551
552
553/*QUAKED traitor_handler (0 .8 0) (-8 -8 -8) (8 8 8)
554finaltime	--- ammount of time to allow free for all before finalscript is run (default 60 seconds)
555finalscript --- name of script to punish player after free for all (default common/failed)
556maxhits ------- how many hits to take within buffertime before count down starts (default 3 hits)
557buffertime ---- duration before hit counter clears (default 30 seconds)
558voiceover ----- set to false if you dont want the voiceovers to play
559*/
560
561
562/*QUAKED security_camera (0 .8 0) (-8 -8 -24) (8 8 0) START_OFF NO_THINK
563
564------ flags ---------
565
566START_OFF ----- the usual start off
567NO_THINK ------ never moves around but you can turn it on and off by using it
568
569
570------- keys ---------
571
572type ---------- name of camera you want to use: indoor (default) or outdoor
573minYaw -------- how far the camera can turn to the right (in degrees, not negative)
574maxYaw -------- how far the camera can turn to the left (in degrees, not negative)
575minPitch ------ how far the camera can point up (in degrees, not negative)
576maxPitch ------ how far the camera can point down (in degrees, not negative)
577camLight ------ non-0 if camera should have a spotlight
578angles -------- pitch yaw roll
579teamname ------ team the camera is on (e.g. Team_Prometheus ), if not set the camera only fires script if sees player
580script	------- name of script to fire when seeing foe (or player in the case of no team)
581time	------- ammount of time before auto reset (default is 10000)
582startangles --- "rest position" facing of camera.
583viewdist ------ how far the camera can see
584scripttime ---- time between firings of the script (default is 1000 milliseconds)
585deathScript ---	called when camera dies. if left blank, nothing happens
586
587  the bounding box you see in the editor is for the indoor camera. the outdoor bbox is much larger.
588*/
589
590
591/*QUAKED security_searchlight (0 .8 0) (-15 -15 0) (15 15 30) START_OFF NO_THINK
592
593------ flags ---------
594
595START_OFF ----- the usual start off
596NO_THINK ------ never moves around but you can turn it on and off by using it
597
598
599------- keys ---------
600
601minYaw -------- how far the searchlight can turn to the right (in degrees, not negative)
602maxYaw -------- how far the searchlight can turn to the left (in degrees, not negative)
603minPitch ------ how far the searchlight can point up (in degrees, not negative)
604maxPitch ------ how far the searchlight can point down (in degrees, not negative)
605angles -------- pitch yaw roll
606teamname ------ team the searchlight is on (e.g. Team_Prometheus ), if not set the searchlight only fires script if sees player
607script	------- name of script to fire when seeing foe (or player in the case of no team)
608time	------- ammount of time before auto reset (default is 10000)
609startangles --- the "rest position" of the light
610viewdist ------ how far the searchlight can see
611longBeam ------ 1 will turn on a longer beam than normal (default = 0, meaning use the short beam)
612deathScript ---	called when light dies. if left blank, nothing happens
613
614*/
615
616
617/*QUAKED target_stealth (0 .8 0) (-8 -8 -8) (8 8 8) ONCE_ONLY DONTUSE1 ANYNPC INFINITETIMER DONTUSE2
618time	------- ammount of time before auto reset (default is 10000)
619*/
620
621
622/*QUAKED trigger_ladder (.5 .5 .8) ?
623material -- determines footstep sounds when climbing. defaults to 3 (solid metal). material list is below.
624angles -- which direction should the player be facing when climbing
625
626  this entity doesn't actually spawn into the game so it doesn't count against your max entity limit
627
628  ----- materials -----
629
630MATERIAL_NONE			0
631MATERIAL_SOLIDWOOD		1
632MATERIAL_HOLLOWWOOD		2
633MATERIAL_SOLIDMETAL		3
634MATERIAL_HOLLOWMETAL	4
635MATERIAL_SHORTGRASS		5
636MATERIAL_LONGGRASS		6
637MATERIAL_DIRT			7
638MATERIAL_SAND			8
639MATERIAL_GRAVEL			9
640MATERIAL_GLASS			10
641MATERIAL_CONCRETE		11
642MATERIAL_MARBLE			12
643MATERIAL_WATER			13
644MATERIAL_SNOW			14
645MATERIAL_ICE			15
646MATERIAL_FLESH			16
647MATERIAL_MUD			17
648MATERIAL_BPGLASS		18
649MATERIAL_DRYLEAVES		19
650MATERIAL_GREENLEAVES	20
651MATERIAL_FABRIC			21
652MATERIAL_CANVAS			22
653MATERIAL_ROCK			23
654MATERIAL_RUBBER			24
655MATERIAL_PLASTIC		25
656MATERIAL_TILES			26
657MATERIAL_CARPET			27
658MATERIAL_PLASTER		28
659MATERIAL_SHATTERGLASS	29
660MATERIAL_ARMOR			30
661MATERIAL_COMPUTER		31
662
663*/
664
665
666/*QUAKED trigger_multiple (.5 .5 .8) ? ONCE_ONLY PLAYER_USE INACTIVE PLAYER_ONLY NPC_ONLY FRIENDLY_ONLY DIRECTED
667wait  : Seconds between triggerings, 0.5 default
668random:	wait variance in seconds, default is 0
669delay : seconds to wait after triggering to fire targets, default 0
670
671  ONCE_ONLY: trigger goes away after first activation
672  PLAYER_USE: player must be touching and pressing use key to activate
673  INACTIVE:   starts inactive ( can't be used )
674  PLAYER_ONLY: only player can activate/touch
675  NPC_ONLY:    only NPCs can activate/touch
676  FRIENDLY_ONLY:	only the player and friendly NPCs can activate this trigger
677  DIRECTED:		activation is restricted to force the player to be looking in a certain direction
678
679actAngle: an angle [PITCH YAW ROLL], defaults to 0 0 0, specifies which way the player must be facing to have the icon
680appear and to activate the trigger.
681
682Variable sized repeatable trigger.  Must be targeted at one or more entities.
683The times between firing is a random time between (wait - random) and (wait + random)
684*/
685
686
687/*QUAKED trigger_health_check (.5 .5 .8) ? ONCE_ONLY PLAYER_USE INACTIVE X X X X ONLY_WHEN_USED
688wait  : Seconds between triggerings, 0.5 default
689random:	wait variance in seconds, default is 0
690delay : seconds to wait after triggering to fire targets, default 0
691healthlevel : is the health of the player's vehicle less than this? (defaults to 1000, will be scaled by difficulty just like the vehicle's health)
692
693  ONCE_ONLY: trigger goes away after first activation. I advise setting this if you DON'T set ONLY_WHEN_USED.
694  PLAYER_USE: player must be touching and pressing use key to activate
695  INACTIVE:   starts inactive ( can't be used )
696  ONLY_WHEN_USED: by default, trigger_health_check constantly checks its health.
697  with this flag trigger_health_check will only check its health when used.
698
699  ***This trigger will fire its targets and remove itself as soon as it is used (or thinks) when the
700  vehicle's health is less than healthlevel.***
701
702
703Variable sized repeatable trigger.  Must be targeted at one or more entities.
704The times between firing is a random time between (wait - random) and (wait + random)
705*/
706
707
708/*QUAKED trigger_distance_warning (.5 .5 .8) ? ONCE_ONLY PLAYER_USE INACTIVE PLAYER_ONLY NPC_ONLY FRIENDLY_ONLY DIRECTED
709wait  : Seconds between triggerings, 0.5 default
710random:	wait variance in seconds, default is 0
711delay : seconds to wait after triggering to fire targets, default 0
712distancetarget : targetname of entity to gauge if we should fire targets based on distance
713distance : units distancetarget must be to fire targets
714lessthan : set to true if you want the target only fired when distancetarget is WITHIN range of user (default firing is out of range)
715
716  ONCE_ONLY: trigger goes away after first activation
717  PLAYER_USE: player must be touching and pressing use key to activate
718  INACTIVE:   starts inactive ( can't be used )
719  PLAYER_ONLY: only player can activate/touch
720  NPC_ONLY:    only NPCs can activate/touch
721  FRIENDLY_ONLY:	only the player and friendly NPCs can activate this trigger
722  DIRECTED:		activation is restricted to force the player to be looking in a certain direction
723
724actAngle: an angle [PITCH YAW ROLL], defaults to 0 0 0, specifies which way the player must be facing to have the icon
725appear and to activate the trigger.
726
727Variable sized repeatable trigger.  Must be targeted at one or more entities.
728The times between firing is a random time between (wait - random) and (wait + random)
729*/
730
731
732/*QUAKED trigger_remove (.5 .5 .8) ? ONCE_ONLY PLAYER_USE INACTIVE PLAYER_ONLY NPC_ONLY FRIENDLY_ONLY HIDE_REMOVE
733wait  : Seconds between triggerings, 0.5 default
734count : Entities to be deleted before firing donescript
735type1 : NPC class name to delete (if none provided, defaults to any class name)
736type2 : Second NPC class name to delete
737donescript : name of script to run when count entities have been removed
738
739  ONCE_ONLY: trigger goes away after first activation
740  PLAYER_USE: player must be touching and pressing use key to activate
741  INACTIVE:   starts inactive ( can't be used )
742  PLAYER_ONLY: only player can activate/touch
743  NPC_ONLY:    only NPCs can activate/touch
744  FRIENDLY_ONLY:	only the player and friendly NPCs can activate this trigger
745  HIDE_REMOVE:	only removes when the player can not see
746
747Variable sized repeatable trigger.  Must be targeted at one or more entities.
748The times between firing is a random time between (wait - random) and (wait + random)
749*/
750
751
752/*QUAKED trigger_sound (.5 .5 .8) ? ONCE_ONLY PLAYER_USE INACTIVE PLAYER_ONLY NPC_ONLY FRIENDLY_ONLY
753wait  : Seconds between triggerings, 0.5 default
754soundlevel : Sound level the entity touching this trigger must be at to fire targets, 0.7 default
755
756  ONCE_ONLY: trigger goes away after first activation
757  PLAYER_USE: player must be touching and pressing use key to activate
758  INACTIVE:   starts inactive ( can't be used )
759  PLAYER_ONLY: only player can activate/touch
760  NPC_ONLY:    only NPCs can activate/touch
761  FRIENDLY_ONLY:	only the player and friendly NPCs can activate this trigger
762
763Variable sized repeatable trigger.  Must be targeted at one or more entities.
764The times between firing is a random time between (wait - random) and (wait + random)
765*/
766
767
768/*QUAKED target_play_music (0 0.5 0) (-4 -4 -4) (4 4 4) ONCE_ONLY
769music : filename of the dynamic music
770speed : initial speed of music: fast, slow, or off (turns all DM off)
771ONCE_ONLY: target play music runner disappears after one successful activation
772
773
774*/
775
776
777/*QUAKED trigger_objective (.5 .5 .8) ?  ONCE_ONLY INACTIVE
778command : addmain, completemain, addsub, completesub, addinfomain, addinfosub
779item : index number of thing to display, goes with command
780command2 : addmain, completemain, addsub, completesub, addinfomain, addinfosub
781item2 : index number of thing to display, goes with command2
782command3 : addmain, completemain, addsub, completesub, addinfomain, addinfosub
783item3 : index number of thing to display, goes with command3
784*/
785
786
787/*QUAKED trigger_body_check (.5 .5 .8) ? ONCE_ONLY PLAYER_USE INACTIVE PLAYER_ONLY NPC_ONLY FRIENDLY_ONLY DIRECTED X
788wait  : Seconds between triggerings, 0.5 default
789random:	wait variance in seconds, default is 0
790delay : seconds to wait after triggering to fire targets, default 0
791
792  ONCE_ONLY: trigger goes away after first activation
793  PLAYER_USE: player must be touching and pressing use key to activate
794  INACTIVE:   starts inactive ( can't be used )
795  PLAYER_ONLY: only player can activate/touch
796  NPC_ONLY:    only NPCs can activate/touch
797  FRIENDLY_ONLY:	only the player and friendly NPCs can activate this trigger
798  DIRECTED:		activation is restricted to force the player to be looking in a certain direction
799
800actAngle: an angle [PITCH YAW ROLL], defaults to 0 0 0, specifies which way the player must be facing to have the icon
801appear and to activate the trigger.
802noDrop -- if 'true' you can't drop bodies here (defaults to false)
803
804Variable sized repeatable trigger.  Must be targeted at one or more entities.
805The times between firing is a random time between (wait - random) and (wait + random)
806*/
807
808
809/*QUAKED trigger_toolbox (.5 .5 .8) ? DIRECTED ONCE_ONLY INACTIVE
810
811When a player steps into this trigger, an icon will be displayed on the HUD.  Pressing the USE key
812will activate this trigger's targets.  If the "holdtime" key is given a value, the USE key will need
813to be held for that time in seconds for the trigger to activate.
814
815DIRECTED: activation is restricted to force the player to be looking in a certain direction
816ONCE_ONLY: trigger disappears after one successful activation
817INACTIVE:  starts inactive ( can't be used )
818
819actAngle: an angle [PITCH YAW ROLL], defaults to 0 0 0, specifies which way the player must be facing to have the icon
820appear and to activate the trigger.
821holdtime: time (seconds) the use key needs to be held (defaults to 0)
822icon:  the icon that will be displayed.  Refers to an image file in base\gfx\menus.  (defaults to hud/blank32)
823wait:  time (seconds) between activations (defaults to 1)
824
825startSound: sound played when trigger is first used
826endSound:	sound played when trigger is done being used
827loopSound:	sound played while trigger is being used
828
829*/
830
831
832/*QUAKED trigger_arioche_objective (.5 .5 .8) ?
833
834Generic objective for the arioche random mission generator system.   When a trigger is
835spawned it is associated with the objective object through the name param.
836
837target:   target to activate when objective is met
838objective:     name of objective (must match an objective in the .mission file)
839use:	  1 if this objective must be used to complete it
840icon:	  icon to display when in range of the use objective
841holdtime: amount of time the use button must be pressed before the objective is complete
842
843*/
844
845
846/*QUAKED trigger_hurt (.5 .5 .8) ? START_OFF ONCE_ONLY NO_PROTECTION FALLING INACTIVE
847Any entity that touches this will be hurt.
848It does dmg points of damage each time it's triggered
849
850"wait"      Seconds between triggerings, default 0.5
851"random"    wait variance in seconds, default 0
852"dmg"		default 5
853"damageType" 1 = fire (default), 2 = steam, 3 = outright death, 4 = just plain "Ow!"
854
855START_OFF      starts off
856ONCE_ONLY      trigger goes away after first activation
857NO_PROTECTION  nothing stops the damage
858FALLING        damage is a result of falling
859INACTIVE       starts inactive ( can't be used )
860
861
862*/
863
864
865/*QUAKED trigger_timer (0 .5 .8) ? START_OFF PLAYER_USE DISPLAY ONCE INACTIVE
866Counts down then fires its targets,
867will happen repeatedly unless ONCE is checked
868Can be turned on or off by using.
869
870"time"    seconds to wait until firing targets, default 1
871"usescript"	name of script to play on Use.  Do NOT set this if you want default behavior. Set to NULL to return to default
872
873
874START_OFF     timer starts off
875PLAYER_USE    player can use it, must be touching it
876DISPLAY       displays time counting down
877ONCE          will count down and fire once
878INACTIVE      starts inactive ( can't be used )
879
880*/
881
882
883/*QUAKED trigger_push (0 .5 .8) ? START_OFF INACTIVE PLAYER_ONLY NPC_ONLY
884Pushes entity touching it in specified direction. Can be turned on or off by using.
885The direction of push can be specified in two ways
8861) manually enter the "angles" key/value pair
8872) "target" a target_position - if valid "angles" are ignored
888
889"push"    pitch yaw roll (in degrees) - determines direction of push
890270 0 0 = up
891 90 0 0 = down
892"speed"     how fast ent is pushed, default 100
893"target"    direction to push entity in
894
895START_OFF      trigger starts off
896INACTIVE       starts inactive ( can't be used )
897PLAYER_ONLY    only player can activate/touch
898NPC_ONLY       only NPCs can activate/touch
899
900*/
901
902
903/*QUAKED func_breakable_brush (0 .5 .8) ? INVINCIBLE NO_USE START_OFF
904Throws debris and dissapears when used or killed
905area portals can be used with this, whether it starts on or off.
906if "direction" is given, debris will use it to determine explosion path, else game will determine direction
907The texture placed on the brush model determines the material -- look in the shader to determine the material type
908
909
910"splashDamage"  damage from explosion, default none
911"splashRadius"  area of effect, default none
912"health"        damage needed to die, default 1
913"direction"     pitch yaw roll (in degrees) - direction of debris explosion
914270 0 0 = up
915 90 0 0 = down
916"sizescale"		overrides programmatic scale determination -- useful for long, thing things
917"speedscale"    scales speed of debris, default 1 -- only use in special cases
918"material"      material number, should ONLY be used in SPECIAL cases - i.e. when a brush needs an invisible texture, which has no material.
919				-1 means no debris at all. period.
920"usescript"		name of script to play on Use.  Do NOT set this if you want default behavior. Set to NULL to return to default
921
922INVINCIBLE    can't be damaged, will only die when used
923NO_USE        using it will not break it, must be damaged
924START_OFF     starts invisible, won't be visible or interact in the world in anyway until its used once
925
926
927*/
928
929
930/*QUAKED func_wall (0 .5 .8) ? START_OFF PLAYER_USE WATER
931bmodel that just sits there, can be toggled on/off by using it
932area portals can be used with this, whether it starts on or off
933
934"usescript"	name of script to play on Use.  Do NOT set this if you want default behavior. Set to NULL to return to default
935
936START_OFF     wall starts off
937PLAYER_USE    player can use it
938WATER		  if it's water, it moves without doing any pushing or getting blocked
939
940*/
941
942
943/*QUAKED func_npcwall (0 .5 .8) ? START_OFF PLAYER_USE
944just like func_wall, except that it is a NPC clip brush instead
945of a solid wall
946
947bmodel that just sits there, can be toggled on/off by using it
948area portals can be used with this, whether it starts on or off
949
950"usescript"	name of script to play on Use.  Do NOT set this if you want default behavior. Set to NULL to return to default
951
952START_OFF     wall starts off
953PLAYER_USE    player can use it
954
955*/
956
957
958/*QUAKED fx_play_effect (.2 .5 .8) (-8 -8 -8) (8 8 8) START_OFF
959Plays specified effect file
960
961"effect"    name of .efx file
962"wait"      seconds between triggerings, default 0.3
963"random"    wait variance in seconds, default 0
964"target"    direction of effect, default up
965"count"     plays effect this many times then deletes itself, default -1 = infinite
966
967
968START_OFF    fx starts off
969
970
971*/
972
973
974/*QUAKED target_level_change ( 1 0 0) (-4 -4 -4) (4 4 4)
975load the specified map
976
977"mapname"		name of the map to load
978"menuname"		go to a menu instead of map (example: "select" without the quotes. this is the outfitting menu.). ALSO REQUIRES MAPNAME!!
979"menuWpnsFile"	(example: "col1" without the quotes) contains list of wpns to display in the provided menu. if you provide a "menuname" you need a "menuWpnsFile", too.
980"execFile"		the .cfg file (example: "hos1.cfg") to execute instead of immediately changing maps. this allows you to start the next map with no weapons.
981
982  This entity will try to switch to a menu first. If it doesn't have a "menuname" then it will try to run the "execFile".
983  If it doesn't have an execFile it will try to change maps using "mapname".
984
985*/
986
987
988/*QUAKED target_activate ( 1 0 0) (-4 -4 -4) (4 4 4)
989Will set the target(s) to be usable/triggerable
990
991delay : seconds to wait after triggering to fire targets, default 0
992
993
994*/
995
996
997/*QUAKED target_deactivate ( 1 0 0) (-4 -4 -4) (4 4 4)
998Will set the target(s) to be not usable/triggerable
999
1000delay : seconds to wait after triggering to fire targets, default 0
1001
1002
1003*/
1004
1005
1006/*QUAKED target_counter ( 1 0 0) (-4 -4 -4) (4 4 4)
1007After being used count times, will fire all its targets
1008
1009"count"    number of times to be used, before firing targets, default 2
1010
1011"resetCount"   number of times the counter should reset to it's full count when it's done, default 0 (never reset), -1 = infinite
1012
1013
1014*/
1015
1016
1017/*QUAKED target_objective ( 0 0 1 ) (-8 -8 -8) (8 8 8)
1018
1019Does some objective stuff this isn't in yet.  Fun.
1020*/
1021
1022
1023/*QUAKED target_visible ( 0 0 1) (-8 -8 -8) (8 8 8)  START_OFF NOTRACE
1024
1025Fires targets as soon as player can see it, only fires targets once then removes itself.
1026Most target_visibles should START_OFF then turned on(used) once they're needed
1027
1028"radius"    player must be at least this close to 'see' this ent, default 512
1029"degrees"   degrees player must be looking within(player's FOV), default 40
1030"timer"		number of miliseconds player must be looking at target for it to fire
1031
1032START_OFF   will not actively check if player is looking until 'used'
1033NOTRACE     will not check if player's sight is blocked, will see through walls, etc...
1034
1035
1036*/
1037
1038
1039/*QUAKED worldspawn (0 0 0) ?
1040
1041Every map should have exactly one worldspawn.
1042"music"       path to WAV or MP3 files (e.g. "music\intro.mp3 music\loopfile.mp3")
1043"gravity"     800 is default gravity
1044"message"     Text to print during connection process
1045"soundSet"	  Ambient sound set
1046"ambientFog"  Set to 1 if the fog is purely for ambience and not for distance culling.
1047"npcView"     View Distance for NPCs
1048"emplacement" player starts the map using this weapon
1049"spawnscript" runs on the player on entering level
1050"rDmgScript"	if the player lobs a grenade or similar explosive device anywhere in the level, this script is run
1051"deathScript"	called when player dies. if left blank, common/failed is used by default
1052"hearscript"  the first time player sound is above 0.7 this will fire
1053"soundlevel"  override the default 0.7 soundlevel that triggers hearscript
1054"dynamic_music" set to OFF to turn off all dynamic music on this level
1055"vehicle"		is the player riding in a helicopter(1), truck(2), or nothing(0, the default)
1056"vehicleWeapon"	use this in pra4, where the player will have a vehicle-mounted wpn but doesn't start the level attached to it
1057"suit"			set to 1 if you want to use the SET_SUIT Icarus command in this map
1058
1059
1060BSP Options
1061"gridsize"      size of lighting grid to "X Y Z". default="64 64 128"
1062"ambient"       scale of global light (from _color)
1063"fog"           shader name of the global fog texture - must include the full path, such as "textures/rj/fog1"
1064"distancecull"  value for vis for the maximum viewing distance
1065"chopsize"      value for bsp on the maximum polygon / portal size
1066"SkyTexture"    shader name for the sky texture
1067"SkyHeight"     z height of the sky
1068"SkyIntensity"  intensity modifier (default of 1.0, range from 0.0 to 3.0)
1069"SkyAmbient"    ambient light vector (default is calculated)
1070"SkyMinimum"    minimum modifier (default of 0.5, range from 0.0 to 1.0)
1071"SkyEdge"       world edge error deviation (default of 100.0)
1072"ls_Xr"	        override lightstyle X with this pattern for Red.
1073"ls_Xg"	        green (valid patterns are "a-z")
1074"ls_Xb"	        blue (a is OFF, z is ON)
1075"ignoreleaks"   tells the bsp process to ignore any leaks, and continue on processing (for instances only)
1076*/
1077
1078
1079/*QUAKED NPC_spawner (1 0 0) (-16 -16 -24) (16 16 32) x x x x DROPTOFLOOR CINEMATIC NOTSOLID STARTINSOLID SHY
1080
1081CINEMATIC - Will spawn with no default AI (BS_CINEMATIC)
1082NOTSOLID - Starts not solid
1083STARTINSOLID - Don't try to fix if spawn in solid
1084SHY - Spawner is shy
1085
1086targetname - name this NPC goes by for targetting
1087target - NPC will fire this when it spawns it's last NPC (should this be when the last NPC it spawned dies?)
1088
1089If targeted, will only spawn a NPC when triggered
1090count - how many NPCs to spawn (only if targetted) default = 1
1091
1092NPC_type - name of NPC (in NPCs.cfg) to spawn
1093
1094NPC_targetname - NPC's targetname AND script_targetname
1095NPC_target - NPC's target to fire when killed
1096health - starting health (default = 100)
1097playerTeam - Who not to shoot! (default is TEAM_STARFLEET)
1098	TEAM_FREE (none) = 0
1099	TEAM_RED = 1
1100	TEAM_BLUE = 2
1101	TEAM_GOLD = 3
1102	TEAM_GREEN = 4
1103	TEAM_STARFLEET = 5
1104	TEAM_BORG = 6
1105	TEAM_SCAVENGERS = 7
1106	TEAM_STASIS = 8
1107	TEAM_NPCS = 9
1108	TEAM_HARVESTER, = 10
1109	TEAM_FORGE = 11
1110enemyTeam - Who to shoot (all but own if not set)
1111
1112spawnscript - default script to run once spawned (none by default)
1113usescript - default script to run when used (none by default)
1114awakescript - default script to run once awoken (none by default)
1115angerscript - default script to run once angered (none by default)
1116painscript - default script to run when hit (none by default)
1117fleescript - default script to run when hit and below 50% health (none by default)
1118deathscript - default script to run when killed (none by default)
1119
1120These strings can be used to activate behaviors instead of scripts - these are checked
1121first and so no scripts should be names with these names:
1122    default - 0: whatever
1123	idle - 1: Stand around, do abolutely nothing
1124	roam - 2: Roam around, collect stuff
1125	walk - 3: Crouch-Walk toward their goals
1126	run - 4: Run toward their goals
1127	standshoot - 5: Stay in one spot and shoot- duck when neccesary
1128	standguard - 6: Wait around for an enemy
1129	patrol - 7: Follow a path, looking for enemies
1130	huntkill - 8: Track down enemies and kill them
1131	evade - 9: Run from enemies
1132	evadeshoot - 10: Run from enemies, shoot them if they hit you
1133	runshoot - 11: Run to your goal and shoot enemy when possible
1134	defend - 12: Defend an entity or spot?
1135	snipe - 13: Stay hidden, shoot enemy only when have perfect shot and back turned
1136	combat - 14: Attack, evade, use cover, move about, etc.  Full combat AI - id NPC code
1137	medic - 15: Go for lowest health buddy, hide and heal him.
1138	takecover - 16: Find nearest cover from enemies
1139	getammo - 17: Go get some ammo
1140	advancefight - 18: Go somewhere and fight along the way
1141	face - 19: turn until facing desired angles
1142	wait - 20: do nothing
1143	formation - 21: Maintain a formation
1144	crouch - 22: Crouch-walk toward their goals
1145
1146delay - after spawned or triggered, how many seconds to wait to spawn the NPC
1147*/
1148
1149
1150